Baking my procedural texture #Blender

Baking my procedural texture    #Blender
This entry is part 6 of 8 in the series Art-nouveau door

In my previous post in this series, I had unwrapped each of my objects, ready to texture them. Then I had an epiphany: if procedural textures exist, then does a brick one exist?

OK – I’ll put that into plain English for the non-modelers or new modelers braving this post. A procedural texture is basically an image that has been created by writing a computer program instead of drawing it by hand. Yes – this is possible.

Anyway, I checked Blender (the 3D program that I am using) and behold – there is a procedural brick texture. So I added it to the object that I call the Outer Wall. Behold:

Here are the procedural texture nodes that I used.

Color1 and Color2 are the colors that sit at each end of the spectrum of brick colors in this case. I cannot remember what the default are. These are the colors of bricks that I envisioned – an older style.

OK – procedural textures are great, but they only work in the application in which you programmed them. So I had to transform this procedural texture into an image file which could then be exported as a skin.

Step one was a process called “baking”. I guess this is some sort of ceramics analogy, like fusing enamel on objects with a kiln. Anyway, I had to select the wall object, then create a new image in the UV editor. Then perform an unwrap as per my previous post. Then use the render panel (the one with the little camera) to do the baking.

The render/baking took about 4 minutes.

I won’t go into details on the how because everything I did I learned from a wonderful tutorial on YouTube. Indeed, I had hunted around for such a tutorial on baking procedural textures following several mistakes trying to figure it out by myself. The tutorial that I found easiest to follow was by Aidy Burrows of CG Masters: https://www.youtube.com/watch?v=ut-KYKbnj8A

The skin texture that I now have is this:

In subsequent posts, I will paint this further in Photoshop, create some normal maps etc to give it depth and get it ready for use in DAZ.

Thanks for reading.

regards

Greg

PS: big thanks to David Lee Summers – author and astronomer – for answering the question in my previous post. I encourage you all to investigate his website and his works.

Series Navigation<< Progress on #Blender door as at 5 Nov 2017Normal map now on brick wall #Blender >>

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